Currently I'm running with a view distance of 14285 and an exterior cell load distance of 2. Seems to be a good balance at the moment, but I've not tested it much outside of Seyda Neen.

I used 13000 and 2 for a few days, but it was still too much for my taste. I played Morrowind many years ago and it was always very fascinating when I was in Vivec city -- these huge cantons coming out of the fog while I explored the city. To get this feeling again, I indeed went back to the default maximum of the in-game settings visibility slider (which is 6666). In the config file, I set distant terrain to false. I added, however, several normal mapping and specular mapping settings, in order to use the Morrowind normal map mod. This and shadows does really give a great atmosphere.

Let's begin with a recently merged feature which might seem like a small change at first, but rather is part of bigger project. OpenMW is now able to read the BSA files of Oblivion, Skyrim, Fallout 3 and New Vegas – thanks to the hard work of both cc9cii, who first wrote the code for OpenMW 0.36, and Azdul, who ported the code to the current OpenMW master. This brings us one step closer to actually running assets from later TES and Fallout games in OpenMW. However, a lot of work lies ahead of us - next on our list is support for newer versions of NIF, ESM, and ESP files. We'll keep you posted.

Y'all muther fetchers are about to break the whole TES world, in all the right ways! It should be possible to do something similar to TES3MP with the other games... this is gonna be good!

Wisdom ,without love, is foolishness. Knowledge, without heart, is ignorance.

In all seriousness, I noticed some people were bemused that no screenshots accompanied such a major announcement. I assume we are waiting for the official 0.46.0 release to properly showcase the return of shadows in all their glory. Not to mention the inclusion of Recast Navigation! For anybody who has spent countless hours editing navmesh by hand in Skyrim's Creation Kit, that feature is a revelation.

I pushed OpenMW to the absolute limit with this setup, it was quite a challenge to get recordable footage because of the extremely low average framerate, but I think it turned out okay. Good job dev team.